JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura: Difference between revisions
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* '''Flash Cancel Synergy:''' All of Keicho's projectile-based Special Moves will still deploy during a Flash Cancel, in addition to not disengaging if another move is used. This grants Keicho the ability to cover several angles at once while potentially remaining safe. | * '''Flash Cancel Synergy:''' All of Keicho's projectile-based Special Moves will still deploy during a Flash Cancel, in addition to not disengaging if another move is used. This grants Keicho the ability to cover several angles at once while potentially remaining safe. | ||
* '''Self-Assist:''' Through "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|All units, halt!]]", Keicho can command his Stand to remain in place and attack automatically, allowing him unique pressure sequences that can discourage retaliation. | * '''Self-Assist:''' Through "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#HT 22S|All units, halt!]]", Keicho can command his Stand to remain in place and attack automatically, allowing him unique pressure sequences that can discourage retaliation. | ||
*'''Rulebreaker:''' Keicho's unique Stand Rush equivalent "Maintain Battle Formation" allows him to block whilst his | *'''Rulebreaker:''' Keicho's unique Stand Rush equivalent "Maintain Battle Formation" allows him to block whilst his Stand continues the attack, giving Keicho a neutral that is both strange and very difficult to deal with. | ||
|cons = | |cons = | ||
* '''Flawed Defense:''' Keicho possesses some of the lowest health values in the game, meaning any mistakes on defense will cost him dearly. While he does have access to an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]", its relatively short range makes it easy for the opponent to bait and outspace it. | * '''Flawed Defense:''' Keicho possesses some of the lowest health values in the game, meaning any mistakes on defense will cost him dearly. While he does have access to an invincible reversal in "[[JoJo's Bizarre Adventure: All-Star Battle R/Keicho Nijimura#623X|Stop spacing out, you dumbass!]]", its relatively short range makes it easy for the opponent to bait and outspace it. | ||
* '''Difficulty:''' Many of Keicho's more optimal routes are fairly difficult and | * '''Difficulty:''' Many of Keicho's more optimal routes are both fairly difficult and quite unorthodox due to the way many of his combo tools work. | ||
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'''Helicopter/Tank:''' | '''Helicopter/Tank:''' | ||
Keicho commands Bad Company's helicopter to fire two missiles. | Keicho commands Bad Company's helicopter to fire two missiles downwards. | ||
*The missiles explode after about 0.5 seconds. | *The missiles explode after about 0.5 seconds. | ||
*Considered a projectile. | *Considered a projectile. |
Revision as of 15:08, 28 March 2023
Introduction
Insert character introduction here.
- Bad Company: Keicho can switch between Infantry and Helicopter/Tank formations, altering his abilities.
- All units, halt!: While in Helicopter/Tank formation, Keicho can command his Stand to remain in place and attack automatically, granting him free movement while being covered.
Keicho Nijimura is a Stand character who ambushes his opponent from all angles with calculated precision. | |
Pros | Cons |
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Bad Company
Unlike other Stand characters, Keicho's Stand, Bad Company, is always active. However, unlike fellow Stand characters in a similar predicament, he can switch between Infantry and Helicopter/Tank, two formations that change some of his moves.
As part of this unique distinction, some of his Special Moves can be chained into "Maintain Battle Formation", a variant of Stand Rush exclusive to Keicho. He is allowed to use this ability in both Infantry and Helicopter/Tank formations, and will switch from one formation to the other upon use. However, if moves from both formations are present on the screen at the same time, it cannot be used until one of the moves ends. Just like Stand Rush, this ability costs Keicho 0.5 HH Gauge to use, but unlike Stand Rush, Keicho is allowed to block while his Stand attacks.
Stats
Style | Health | Low Health Mode | Hashtag(s) |
---|---|---|---|
Stand | 850 | Rumble | #ASBR_KEI |
Move List
Normal Moves
5L
5L
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5M
5M
|
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5H
5H
|
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2L
2L
|
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2M
2M
|
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2H
2H
|
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3H
3H
It pisses me off! |
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JL
j.L
|
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JM
j.M
|
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JH
j.H
|
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Special Moves
623X
Stop spacing out, you dumbass!
623L/M/H |
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INF 236X
All units, charge!
236L/M/H |
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INF 214X
A bunch of guys are falling...
214L/M/H |
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INF 22X
A l-landmine?!
22L/M/H |
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System Mechanics
Throw
Throw
We'll just have to put you in that situation! 5/4 + Any Two Attack Buttons |
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Assist
Assist
A l-landmine?! |
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5S
Bad Company
5S |
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Heart Heat Attack
My Bad Company has unbreakable defense.
236 + Any Two Attack Buttons |
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Great Heat Attack
Fire!
236L+M+H |
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